Redo tiles to use numpy datatypes

This gives us some nice optimizations when splatting the map to the console.
This commit is contained in:
Eryn Wells 2022-05-01 00:09:12 -07:00
parent e7a5af59ed
commit 5302b5cf5e
3 changed files with 48 additions and 32 deletions

View file

@ -41,12 +41,12 @@ class Engine:
if isinstance(action, MovePlayerAction):
map_size = self.configuration.map_size
new_player_position = Point(max(0, min(map_size.width - 1, self.player.x + action.direction[0])),
max(0, min(map_size.height - 1, self.player.y + action.direction[1])))
can_move_to_level_position = not self.map.tile_for_point(new_player_position).blocks_movement
new_player_position = Point(self.player.x + action.direction[0],
self.player.y + action.direction[1])
can_move_to_map_position = self.map.tile_is_in_bounds(new_player_position) and self.map.tile_is_walkable(new_player_position)
overlaps_an_object = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in self.objects)
if can_move_to_level_position and not overlaps_an_object:
EVENT_LOG.debug(f'Moving player to {new_player_position}; can_move:{can_move_to_level_position} overlaps:{overlaps_an_object}')
EVENT_LOG.debug(f'Attempting to move player to {new_player_position}; can_move:{can_move_to_map_position} overlaps:{overlaps_an_object}')
if can_move_to_map_position and not overlaps_an_object:
self.player.move_to(new_player_position)
if isinstance(action, ExitAction):

View file

@ -2,9 +2,10 @@
# Eryn Wells <eryn@erynwells.me>
import logging
import numpy as np
import tcod
from .geometry import Point, Rect, Size
from .tile import Tile
from .tile import Floor, Wall
from typing import List
LOG = logging.getLogger('map')
@ -13,7 +14,7 @@ class Map:
def __init__(self, size: Size):
self.size = size
self.tiles: List[List[Tile]] = [[Tile(False) for y in range(size.height)] for x in range(size.width)]
self.tiles = np.full(self.size.as_tuple, fill_value=Floor, order="F")
self.rng = tcod.random.Random()
@ -24,8 +25,11 @@ class Map:
self.update_tiles()
def tile_for_point(self, point: Point) -> Tile:
return self.tiles[point.x][point.y]
def tile_is_in_bounds(self, point: Point) -> bool:
return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height
def tile_is_walkable(self, point: Point) -> bool:
return self.tiles[point.x, point.y]['walkable']
def generate_partitions(self):
bsp = tcod.bsp.BSP(x=0, y=0, width=self.size.width, height=self.size.height)
@ -65,21 +69,23 @@ class Map:
return rooms
def update_tiles(self):
for column in self.tiles:
for tile in column:
tile.blocks_movement = False
tile.blocks_sight = False
# Fill the whole map with walls
width, height = self.size.as_tuple
self.tiles[0:width, 0:height] = Wall
# Dig out rooms
for room in self.rooms:
for y in range(room.min_y, room.max_y + 1):
for x in range(room.min_x, room.max_x + 1):
if y == room.min_y or y == room.max_y or x == room.min_x or x == room.max_x:
self.tiles[x][y].blocks_movement = True
self.tiles[x, y] = Floor
def print_to_console(self, console: tcod.Console):
def print_to_console(self, console: tcod.Console) -> None:
# for part in self.partitions:
# console.draw_frame(part.x, part.y, part.width, part.height, bg=(40, 40, 80), clear=True, decoration="···· ····")
for room in self.rooms:
console.draw_frame(room.origin.x, room.origin.y, room.size.width, room.size.height,
fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
# for room in self.rooms:
# console.draw_frame(room.origin.x, room.origin.y, room.size.width, room.size.height,
# fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
size = self.size
console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]

View file

@ -1,19 +1,29 @@
#!/usr/bin/env python3
# Eryn Wells <eryn@erynwells.me>
import tcod
from typing import Optional
import numpy as np
from typing import Tuple
class Tile:
class Color:
WALL = tcod.Color(255, 255, 255)
GROUND = tcod.Color(33, 33, 33)
graphic_datatype = np.dtype([
# Character, a Unicode codepoint represented as an int32
('ch', np.int32),
# Foreground color, three bytes
('fg', '3B'),
# Background color, three bytes
('bg', '3B'),
])
def __init__(self, blocks_movement: bool, blocks_sight: Optional[bool] = None):
self.blocks_movement = blocks_movement
tile_datatype = np.dtype([
# Bool indicating whether this tile can be traversed
('walkable', np.bool),
# Bool indicating whether this tile is transparent
('transparent', np.bool),
# A graphic struct (as above) defining the look of this tile when it's not visible
('dark', graphic_datatype),
])
# If blocks_sight isn't explicitly given, tiles that block movement also block sight.
if blocks_sight is None:
self.blocks_sight = blocks_movement
else:
self.blocks_sight = blocks_sight
def tile(*, walkable: int, transparent: int, dark: Tuple[int, Tuple[int, int, int], Tuple[int, int ,int]]) -> np.ndarray:
return np.array((walkable, transparent, dark), dtype=tile_datatype)
Floor = tile(walkable=True, transparent=True, dark=(ord(' '), (255, 255, 255), (50, 50, 150)))
Wall = tile(walkable=False, transparent=False, dark=(ord(' '), (255, 255, 255), (0, 0, 150)))